#include <memory.h>

#include "../Util.h"
#include "gbGlobals.h"
#include "gbSGB.h"

uint8_t gbInvertTab[256] = {
    0x00, 0x80, 0x40, 0xc0, 0x20, 0xa0, 0x60, 0xe0,
    0x10, 0x90, 0x50, 0xd0, 0x30, 0xb0, 0x70, 0xf0,
    0x08, 0x88, 0x48, 0xc8, 0x28, 0xa8, 0x68, 0xe8,
    0x18, 0x98, 0x58, 0xd8, 0x38, 0xb8, 0x78, 0xf8,
    0x04, 0x84, 0x44, 0xc4, 0x24, 0xa4, 0x64, 0xe4,
    0x14, 0x94, 0x54, 0xd4, 0x34, 0xb4, 0x74, 0xf4,
    0x0c, 0x8c, 0x4c, 0xcc, 0x2c, 0xac, 0x6c, 0xec,
    0x1c, 0x9c, 0x5c, 0xdc, 0x3c, 0xbc, 0x7c, 0xfc,
    0x02, 0x82, 0x42, 0xc2, 0x22, 0xa2, 0x62, 0xe2,
    0x12, 0x92, 0x52, 0xd2, 0x32, 0xb2, 0x72, 0xf2,
    0x0a, 0x8a, 0x4a, 0xca, 0x2a, 0xaa, 0x6a, 0xea,
    0x1a, 0x9a, 0x5a, 0xda, 0x3a, 0xba, 0x7a, 0xfa,
    0x06, 0x86, 0x46, 0xc6, 0x26, 0xa6, 0x66, 0xe6,
    0x16, 0x96, 0x56, 0xd6, 0x36, 0xb6, 0x76, 0xf6,
    0x0e, 0x8e, 0x4e, 0xce, 0x2e, 0xae, 0x6e, 0xee,
    0x1e, 0x9e, 0x5e, 0xde, 0x3e, 0xbe, 0x7e, 0xfe,
    0x01, 0x81, 0x41, 0xc1, 0x21, 0xa1, 0x61, 0xe1,
    0x11, 0x91, 0x51, 0xd1, 0x31, 0xb1, 0x71, 0xf1,
    0x09, 0x89, 0x49, 0xc9, 0x29, 0xa9, 0x69, 0xe9,
    0x19, 0x99, 0x59, 0xd9, 0x39, 0xb9, 0x79, 0xf9,
    0x05, 0x85, 0x45, 0xc5, 0x25, 0xa5, 0x65, 0xe5,
    0x15, 0x95, 0x55, 0xd5, 0x35, 0xb5, 0x75, 0xf5,
    0x0d, 0x8d, 0x4d, 0xcd, 0x2d, 0xad, 0x6d, 0xed,
    0x1d, 0x9d, 0x5d, 0xdd, 0x3d, 0xbd, 0x7d, 0xfd,
    0x03, 0x83, 0x43, 0xc3, 0x23, 0xa3, 0x63, 0xe3,
    0x13, 0x93, 0x53, 0xd3, 0x33, 0xb3, 0x73, 0xf3,
    0x0b, 0x8b, 0x4b, 0xcb, 0x2b, 0xab, 0x6b, 0xeb,
    0x1b, 0x9b, 0x5b, 0xdb, 0x3b, 0xbb, 0x7b, 0xfb,
    0x07, 0x87, 0x47, 0xc7, 0x27, 0xa7, 0x67, 0xe7,
    0x17, 0x97, 0x57, 0xd7, 0x37, 0xb7, 0x77, 0xf7,
    0x0f, 0x8f, 0x4f, 0xcf, 0x2f, 0xaf, 0x6f, 0xef,
    0x1f, 0x9f, 0x5f, 0xdf, 0x3f, 0xbf, 0x7f, 0xff
};

uint16_t gbLineMix[160];
uint16_t gbWindowColor[160];
extern int inUseRegister_WY;
extern int layerSettings;

void gbRenderLine()
{
    memset(gbLineMix, 0, sizeof(gbLineMix));
    uint8_t* bank0;
    uint8_t* bank1;
    if (gbCgbMode) {
        bank0 = &gbVram[0x0000];
        bank1 = &gbVram[0x2000];
    } else {
        bank0 = &gbMemory[0x8000];
        bank1 = NULL;
    }

    int tile_map = 0x1800;
    if ((register_LCDC & 8) != 0)
        tile_map = 0x1c00;

    int tile_pattern = 0x0800;

    if ((register_LCDC & 16) != 0)
        tile_pattern = 0x0000;

    int x = 0;
    int y = register_LY;

    if (y >= 144)
        return;

    int SpritesTicks = gbSpritesTicks[x] * (gbSpeed ? 2 : 4);
    int sx = gbSCXLine[(gbSpeed ? 0 : 4) + SpritesTicks];
    int sy = gbSCYLine[(gbSpeed ? 11 : 5) + SpritesTicks];

    sy += y;

    sy &= 255;

    int tx = sx >> 3;
    int ty = sy >> 3;

    int bx = 1 << (7 - (sx & 7));
    int by = sy & 7;

    int tile_map_line_y = tile_map + ty * 32;

    int tile_map_address = tile_map_line_y + tx;

    uint8_t attrs = 0;
    if (bank1 != NULL)
        attrs = bank1[tile_map_address];

    uint8_t tile = bank0[tile_map_address];

    tile_map_address++;

    if (!(register_LCDC & 0x10))
        tile ^= 0x80;

    int tile_pattern_address = tile_pattern + tile * 16 + by * 2;

    if (register_LCDC & 0x80) {
        if ((register_LCDC & 0x01 || gbCgbMode) && (layerSettings & 0x0100)) {
            while (x < 160) {

                uint8_t tile_a = 0;
                uint8_t tile_b = 0;

                if (attrs & 0x40) {
                    tile_pattern_address = tile_pattern + tile * 16 + (7 - by) * 2;
                }

                if (attrs & 0x08) {
                    tile_a = bank1[tile_pattern_address++];
                    tile_b = bank1[tile_pattern_address];
                } else {
                    tile_a = bank0[tile_pattern_address++];
                    tile_b = bank0[tile_pattern_address];
                }

                if (attrs & 0x20) {
                    tile_a = gbInvertTab[tile_a];
                    tile_b = gbInvertTab[tile_b];
                }

                while (bx > 0) {
                    uint8_t c = (tile_a & bx) ? 1 : 0;
                    c += ((tile_b & bx) ? 2 : 0);

                    gbLineBuffer[x] = c; // mark the gbLineBuffer color

                    if (attrs & 0x80)
                        gbLineBuffer[x] |= 0x300;

                    if (gbCgbMode) {
                        // Use the DMG palette if we are in compat mode.
                        if (gbMemory[0xff6c] & 1) {
                            c = gbBgp[c];
                        } else {
                            c = c + (attrs & 7) * 4;
                        }
                    } else {
                        c = (gbBgpLine[x + (gbSpeed ? 5 : 11) + SpritesTicks] >> (c << 1)) & 3;
                        if (gbSgbMode && !gbCgbMode) {
                            int dx = x >> 3;
                            int dy = y >> 3;

                            int palette = gbSgbATF[dy * 20 + dx];

                            if (c == 0)
                                palette = 0;

                            c = c + 4 * palette;
                        }
                    }
                    gbLineMix[x] = gbColorOption ? gbColorFilter[gbPalette[c] & 0x7FFF] : gbPalette[c] & 0x7FFF;
                    x++;
                    if (x >= 160)
                        break;
                    bx >>= 1;
                }

                bx = 128;

                SpritesTicks = gbSpritesTicks[x] * (gbSpeed ? 2 : 4);

                sx = gbSCXLine[x + (gbSpeed ? 0 : 4) + SpritesTicks];

                sy = gbSCYLine[x + (gbSpeed ? 11 : 5) + SpritesTicks];

                tx = ((sx + x) >> 3) & 0x1f;

                sy += y;

                sy &= 255;

                ty = sy >> 3;

                by = sy & 7;

                tile_pattern_address = tile_pattern + tile * 16 + by * 2;

                tile_map_line_y = tile_map + ty * 32;

                tile_map_address = tile_map_line_y + tx;

                if (bank1)
                    attrs = bank1[tile_map_line_y + tx];

                tile = bank0[tile_map_line_y + tx];

                if (!(register_LCDC & 0x10))
                    tile ^= 0x80;

                tile_pattern_address = tile_pattern + tile * 16 + by * 2;
            }
        } else {
            // Use gbBgp[0] instead of 0 (?)
            // (this fixes white flashes on Last Bible II)
            // Also added the gbColorOption (fixes Dracula Densetsu II color problems)
            for (int i = 0; i < 160; i++) {
                uint16_t color = gbColorOption ? gbColorFilter[0x7FFF] : 0x7FFF;
                if (!gbCgbMode)
                    color = gbColorOption ? gbColorFilter[gbPalette[gbBgpLine[i + (gbSpeed ? 5 : 11) + gbSpritesTicks[i] * (gbSpeed ? 2 : 4)] & 3] & 0x7FFF] : gbPalette[gbBgpLine[i + (gbSpeed ? 5 : 11) + gbSpritesTicks[i] * (gbSpeed ? 2 : 4)] & 3] & 0x7FFF;
                gbLineMix[i] = color;
                gbLineBuffer[i] = 0;
            }
        }

        // do the window display
        // LCDC.0 also enables/disables the window in !gbCgbMode ?!?!
        // (tested on real hardware)
        // This fixes Last Bible II & Zankurou Musouken
        if ((register_LCDC & 0x01 || gbCgbMode) && (register_LCDC & 0x20) && (layerSettings & 0x2000) && (gbWindowLine != -2)) {
            int i = 0;
            // Fix (accurate emulation) for most of the window display problems
            // (ie. Zen - Intergalactic Ninja, Urusei Yatsura...).
            if ((gbWindowLine == -1) || (gbWindowLine > 144)) {
                inUseRegister_WY = oldRegister_WY;
                if (register_LY > oldRegister_WY)
                    gbWindowLine = 146;
                // for (i = 0; i<160; i++)
                //   gbWindowColor[i] = gbLineMix[i];
            }

            int wy = inUseRegister_WY;

            if (y >= inUseRegister_WY) {

                if ((gbWindowLine == -1) || (gbWindowLine > 144))
                    gbWindowLine = 0;

                int wx = register_WX;
                int swx = 0;
                wx -= 7;

                if (wx <= 159 && gbWindowLine <= 143) {

                    tile_map = 0x1800;

                    if ((register_LCDC & 0x40) != 0)
                        tile_map = 0x1c00;

                    tx = 0;
                    ty = gbWindowLine >> 3;

                    bx = 128;
                    by = gbWindowLine & 7;

                    // Tries to emulate the 'window scrolling bug' when wx == 0 (ie. wx-7 == -7).
                    // Nothing close to perfect, but good enought for now...
                    if (wx == -7) {
                        swx = 7 - ((gbSCXLine[0] - 1) & 7);
                        bx >>= ((gbSCXLine[0] + ((swx != 1) ? 1 : 0)) & 7);
                        if (swx == 1)
                            swx = 2;

                        //bx >>= ((gbSCXLine[0]+(((swx>1) && (swx != 7)) ? 1 : 0)) & 7);

                        if (swx == 7) {
                            //wx = 0;
                            if ((gbWindowLine > 0) || (wy == 0))
                                swx = 0;
                        }
                    } else if (wx < 0) {
                        bx >>= (-wx);
                        wx = 0;
                    }

                    tile_map_line_y = tile_map + ty * 32;

                    tile_map_address = tile_map_line_y + tx;

                    x = wx;

                    tile = bank0[tile_map_address];
                    uint8_t attrs = 0;
                    if (bank1)
                        attrs = bank1[tile_map_address];
                    tile_map_address++;

                    if ((register_LCDC & 16) == 0) {
                        if (tile < 128)
                            tile += 128;
                        else
                            tile -= 128;
                    }

                    tile_pattern_address = tile_pattern + tile * 16 + by * 2;

                    if (wx)
                        for (i = 0; i < swx; i++)
                            gbLineMix[i] = gbWindowColor[i];

                    while (x < 160) {
                        uint8_t tile_a = 0;
                        uint8_t tile_b = 0;

                        if (attrs & 0x40) {
                            tile_pattern_address = tile_pattern + tile * 16 + (7 - by) * 2;
                        }

                        if (attrs & 0x08) {
                            tile_a = bank1[tile_pattern_address++];
                            tile_b = bank1[tile_pattern_address];
                        } else {
                            tile_a = bank0[tile_pattern_address++];
                            tile_b = bank0[tile_pattern_address];
                        }

                        if (attrs & 0x20) {
                            tile_a = gbInvertTab[tile_a];
                            tile_b = gbInvertTab[tile_b];
                        }

                        while (bx > 0) {
                            uint8_t c = (tile_a & bx) != 0 ? 1 : 0;
                            c += ((tile_b & bx) != 0 ? 2 : 0);

                            if (x >= 0) {
                                if (attrs & 0x80)
                                    gbLineBuffer[x] = 0x300 + c;
                                else
                                    gbLineBuffer[x] = 0x100 + c;

                                if (gbCgbMode) {
                                    // Use the DMG palette if we are in compat mode.
                                    if (gbMemory[0xff6c] & 1) {
                                        c = gbBgp[c];
                                    } else {
                                        c = c + (attrs & 7) * 4;
                                    }
                                } else {
                                    c = (gbBgpLine[x + (gbSpeed ? 5 : 11) + gbSpritesTicks[x] * (gbSpeed ? 2 : 4)] >> (c << 1)) & 3;
                                    if (gbSgbMode && !gbCgbMode) {
                                        int dx = x >> 3;
                                        int dy = y >> 3;

                                        int palette = gbSgbATF[dy * 20 + dx];

                                        if (c == 0)
                                            palette = 0;

                                        c = c + 4 * palette;
                                    }
                                }
                                gbLineMix[x] = gbColorOption ? gbColorFilter[gbPalette[c] & 0x7FFF] : gbPalette[c] & 0x7FFF;
                            }
                            x++;
                            if (x >= 160)
                                break;
                            bx >>= 1;
                        }
                        tx++;
                        if (tx == 32)
                            tx = 0;
                        bx = 128;
                        tile = bank0[tile_map_line_y + tx];
                        if (bank1)
                            attrs = bank1[tile_map_line_y + tx];

                        if ((register_LCDC & 16) == 0) {
                            if (tile < 128)
                                tile += 128;
                            else
                                tile -= 128;
                        }
                        tile_pattern_address = tile_pattern + tile * 16 + by * 2;
                    }

                    //for (i = swx; i<160; i++)
                    //  gbLineMix[i] = gbWindowColor[i];
                    gbWindowLine++;
                }
            }
        } else if (gbWindowLine == -2) {
            inUseRegister_WY = oldRegister_WY;
            if (register_LY > oldRegister_WY)
                gbWindowLine = 146;
            else
                gbWindowLine = 0;
        }
    } else {
        uint16_t color = gbColorOption ? gbColorFilter[0x7FFF] : 0x7FFF;
        if (!gbCgbMode)
            color = gbColorOption ? gbColorFilter[gbPalette[0] & 0x7FFF] : gbPalette[0] & 0x7FFF;
        for (int i = 0; i < 160; i++) {
            gbLineMix[i] = color;
            gbLineBuffer[i] = 0;
        }
    }
}

void gbDrawSpriteTile(int tile, int x, int y, int t, int flags,
    int size, int spriteNumber)
{
    uint8_t* bank0;
    uint8_t* bank1;
    if (gbCgbMode) {
        bank0 = &gbVram[0x0000];
        bank1 = &gbVram[0x2000];
    } else {
        bank0 = &gbMemory[0x8000];
        bank1 = NULL;
    }

    int SpritesTicks = gbSpritesTicks[x + 8] * (gbSpeed ? 2 : 4);
    int index = x + 11 + SpritesTicks;

    for (int i = 0; i < 4; i++) {
        gbObp0[i] = (gbObp0Line[index] >> (i << 1)) & 3;
        gbObp1[i] = (gbObp1Line[index] >> (i << 1)) & 3;
    }
    uint8_t* pal = gbObp0;

    int flipx = (flags & 0x20);
    int flipy = (flags & 0x40);

    if ((flags & 0x10))
        pal = gbObp1;

    if (flipy) {
        t = (size ? 15 : 7) - t;
    }

    int prio = flags & 0x80;

    int address = tile * 16 + 2 * t;
    int a = 0;
    int b = 0;

    if (gbCgbMode && (flags & 0x08)) {
        a = bank1[address++];
        b = bank1[address++];
    } else {
        a = bank0[address++];
        b = bank0[address++];
    }

    for (int xx = 0; xx < 8; xx++) {
        uint8_t mask = 1 << (7 - xx);
        uint8_t c = 0;
        if ((a & mask))
            c++;
        if ((b & mask))
            c += 2;

        if (c == 0)
            continue;

        int xxx = xx + x;
        if (flipx)
            xxx = (7 - xx + x);

        if (xxx < 0 || xxx > 159)
            continue;

        uint16_t color = gbLineBuffer[xxx];

        // Fixes OAM-BG priority
        if (prio && (register_LCDC & 1)) {
            if (color < 0x200 && ((color & 0xFF) != 0))
                continue;
        }
        // Fixes OAM-BG priority for Moorhuhn 2
        if (color >= 0x300 && color != 0x300 && (register_LCDC & 1))
            continue;
        else if (color >= 0x200 && color < 0x300) {
            int sprite = color & 0xff;

            int spriteX = gbMemory[0xfe00 + 4 * sprite + 1] - 8;

            if (spriteX == x) {
                if (sprite < spriteNumber)
                    continue;
            } else {
                if (gbCgbMode) {
                    if (sprite < spriteNumber)
                        continue;
                } else {
                    // Fixes GB sprites priorities (was '< x + 8' before)
                    // ('A boy and his blob...' sprites' emulation is now correct)
                    if (spriteX < x)
                        continue;
                }
            }
        }

        gbLineBuffer[xxx] = 0x200 + spriteNumber;

        // make sure that sprites will work even in CGB mode
        if (gbCgbMode) {
            // Use the DMG palette if we are in compat mode.
            if (gbMemory[0xff6c] & 1) {
                c = pal[c] + ((flags & 0x10) >> 4) * 4 + 32;
            } else {
                c = c + (flags & 0x07) * 4 + 32;
            }
        } else {
            c = pal[c];

            if (gbSgbMode && !gbCgbMode) {
                int dx = xxx >> 3;
                int dy = y >> 3;

                int palette = gbSgbATF[dy * 20 + dx];

                if (c == 0)
                    palette = 0;

                c = c + 4 * palette;
            } else {
                c += 4;
            }
        }

        gbLineMix[xxx] = gbColorOption ? gbColorFilter[gbPalette[c] & 0x7FFF] : gbPalette[c] & 0x7FFF;
    }
}

void gbDrawSprites(bool draw)
{
    int x = 0;
    int y = 0;
    int count = 0;

    int size = (register_LCDC & 4);

    if (!draw)
        memset(gbSpritesTicks, 0, sizeof(gbSpritesTicks));

    if (!(register_LCDC & 0x80))
        return;

    if ((register_LCDC & 2) && (layerSettings & 0x1000)) {
        int yc = register_LY;

        int address = 0xfe00;
        for (int i = 0; i < 40; i++) {
            y = gbMemory[address++];
            x = gbMemory[address++];
            int tile = gbMemory[address++];
            if (size)
                tile &= 254;
            int flags = gbMemory[address++];

            if (x > 0 && y > 0 && x < 168 && y < 160) {
                // check if sprite intersects current line
                int t = yc - y + 16;
                if ((size && t >= 0 && t < 16) || (!size && t >= 0 && t < 8)) {
                    if (draw)
                        gbDrawSpriteTile(tile, x - 8, yc, t, flags, size, i);
                    else {
                        for (int j = x - 8; j < 300; j++)
                            if (j >= 0) {
                                if (gbSpeed)
                                    gbSpritesTicks[j] += 5;
                                else
                                    gbSpritesTicks[j] += 2 + (count & 1);
                            }
                    }
                    count++;
                }
            }
            // sprite limit reached!
            if (count >= 10)
                break;
        }
    }
    return;
}
